Jump to content

Dead Dread

Members
  • Posts

    174
  • Joined

  • Last visited

Everything posted by Dead Dread

  1. Quote Max_Caine "the game reported "Friendly activity". Nothing was happening so I went away, made a cup of tea, came back and still nothing was happening and it was still "friendly activity". Possible AI loop?" Yep, I got the exact same thing, game hangs at friendly turn. Was early on, like the third turn or something. strange thing was after a few minutes i started clicking around and then the aliens started moving again, they didnt fire at all and the 'friendly activity' text was visible at the time. Had to kill the process, cpu usage was at ~52%.
  2. just gave it a go, not looking too bad for an early build, now straight to the issues. Getting big freezes when i click end turn, after 20 seconds or so the cursor turns into its hourglass and a few seconds after that hidden movement screen appears, enemy turns occur and everything runs smoothly again. This is on laptop running i7 4270HQ @ 2.6Ghz, geforce GTX 960 M. tried to interrupt a running soldier by clicking elsewhere on screen but they continued on their original path, you could divert soldiers on the run in x1 would be useful to keep this in x2 for monkeys that cant find the spacebar. Lots of other little issues but the OP seems to address most of them, cheers for the preview & gl with the continued development of the game.
  3. Yeah I'm still getting this warning when trying to acces via firefox, looks like your on googles blacklist. I assume until thats cleared up peeps will keep getting warnings. "Reported Attack Page! This web page at www.goldhawkinteractive.com has been reported as an attack page and has been blocked based on your security preferences. Attack pages try to install programs that steal private information, use your computer to attack others, or damage your system. Some attack pages intentionally distribute harmful software, but many are compromised without the knowledge or permission of their owners."
  4. Hadnt tried uninstalling and then since the 1.53 update i was getting crashes to desktop so ive kept my saves, did a clean install, and am in the process of adding mods back in. Im using the modmanager and doing the whole restart / exit jig rather than manual install. when its all working agin i'll let you know if there are any issues uninstalling from mod manager but i assume thats going to work fine... since it isnt steam ;p
  5. 1) Hate all male dominated games. 2) Hate chest enhanced female psuedopron characters. 3) gimme more fems that are lean mean fightin' machines, eg pvt. vasquez aka "goldstein". she so badass she wouldnt even blink before blowin' the head off some pretty boy fantasy [video=youtube_share;SZYkBbB9cEA]
  6. The only real problem with workshop from a user perspective is that there is no uninstall option. Unsubscribing keeps the mods installed, you just never upgrade to the latest version. Whilst "Verify Game Files" is an all or nothing option that reverts the game to default settings so you cant uninstall just one mod. There is also the odd occurence when you subscribe to a mod and it never installs, hopefully that doesnt happen with xenonauts but its rampent in Unreal engine games and others. btw: have subscibed to a bunch of mods via workshop and so far so good
  7. I use a fairly well rounded squad. A shield/grenade dude for pushing forward together with an assault (the reaction bonus with shotguns mean you almost never get shot at). 1 sniper who usually has the worse armour and stays rearward where its safe. 2 rocketeers. In the mid to end game these are roles given to the nubcakes, they gain strength and TU from just carrying the things around and can actually be of use blasting open doors or destroying cover. (On terror missions half the squad are rocketeers). and whilst you may destroy some cash giving loot, a squad wipe is infinately worse and best avoided. 2 heavy MGs, supression/killing machines. and then a rifleman or 2 as jack of all trades. with better dropships i tend to add an extra assault/shield/Mg and keep rifles to the minimum. Never push your guys forward so they have litttle TU left, if you uncover an alien they need to be able to retreat. Never leave troops exposed and dont expect half cover to be of much use, remember you have smoke nades, they are better used 'just in case' than taken home in the bodybag of a dead soldier. Never bunch your guys together.. they will be a nade magnet. and be super careful of areas with lots of cover like dense buildings, expect an alien to pop out from corners everywhere. this is another reason why rockets are cool, you just blow half the building away on your first turn then have the rest of the squad to lay fire down on any exposed threat.
  8. I still think there is a bug here, if you use an MG, lasermg etc if a few shots hit it seems to work as intended but often all shots miss, hit cover and destroy it. If missed shots are 50/50 spread then at least half should go round the corner and miss. Its as if the miss shots originate from the centre of tile and not the 'best shot' chance part. I remember this behaviour existed in earlier standard xenonauts but am fairly certain it wasnt present in recent X:CE. (or maybe i just got armour suits and stoped using cover since my mgs are walking tanks) Also this frequently results in rookie zookers blowing themselves up, which probably IS intended ;p. If anyone knows where the bits of codes are relevent to missing corner shots and can spread some light as to whether this is intended bahaviour or not it would be appreciated, thanks.
  9. maybe fly them out, do a short flight then return to your medbay equiped base. see if they then go into medbay?
  10. you Sir are an evil, evil, bastard... luv it :-)
  11. that it is, and now its as simple as selecting CE from the beta tab in steam
  12. Lining your guys up right at the door of a ship is a common rookie error, it may work on the first few missions but you will get smashed doing that. The AI doesnt know exactly where your men are, BUT if you close to within a certain about of tiles there is a % chance it will switch to an aggresive mode (dependent on species etc). This is what is likely happening. Aliens are quite happy to muck about in ship, then you get close, they switch to aggresive and actively come out looking for you. Since you are all bundled at the door and the act of opening a door doesnt trigger reaction fire your toast. I find it much safer to have your men well back. for smaller ships you can have a door opener who runs around from the side of the ship to open the door. but to be honest i mostly just nuke it with c4 or rockets >:-D
  13. Community Edition is now an option under the betas tab in the games steam properties.
  14. yeah, you use to have to stand the rear guy but it was changed a few builds from release so they can both be kneeling now..
  15. You will find maps repeating themselves, adding a map pack is highly recommended. The game plays very differently when you are on a brand new map with no idea what is where compared to a well worn map where you know exactly where cover is, where aliens usually spawn and where the alien craft is.
  16. terror site.. half the squad takes rockets. every building, wall and outhouse that may have a reaper behind it gets blown to bits. Sure I've destroyed half the city and killed all the civilians but you gotta fighht terror with terror ;P
  17. yep. you can navigate to .../steam/steamapps/common/xenonauts/ and launch the exe directly.. no need to even have steam running.
  18. +1 great choice and thanks for taking it on Max :-)
  19. you had civs survive? my normal mode of operation in terror missions is to make a third of the squad rocketeers and flatten everything
  20. LMGs are one of the more powerful weapons in my opinion. Give them to a soldier with good accuracy and they are deadly against everything & suppress easily. Burst fire with a rifle and your likely to get reaction fire cut you down instantly. Shotguns are useful to but you need to be close so that you can unload 2 shots point blank to kill, more for some of the tougher guys.
  21. I think the manual needs to clarify the difference between partially dead, mostly dead & fully dead PS I had a soldier with around 55HP who took 60 damage and dropped. I pumped 2 whole medkits into them before the mission ended but they stayed dead, so yeah that does nothing. Damn you RNG that was my best soldier!!!
  22. Well my squads change as the game goes on. But in the beggining I basically have 1 high reflex/HP guy with a shield as a scout. Their job is to uncoveer new areas of the map and cop any reaction fire. Its a great position for a rookie meatshield, as you dont care so much if they get vaporised. You are right about pistols, they arn't much good, which is why i also load him up with many different types of nades. I still get them to take pistol shots at things its just that im doing it to level up accuracy rather than expecting any real damage to be done from it. An MG or 2 are great for suppression and a rocket is super useful when you get to those nasty building type maps where you know a reaper or seb is just gonna run round the corner and unleash in your face... I pretty much demolish buildings and cover left and right with them so i have nice long firing ranges. They are also super useful for blowing the crap outta the inside of alien ships from a safe range or even better gas rockets >8) The remaining soldiers carry both rifles and shotguns. That way they can do both longer range combat through the map and shotgunning when it comes time to UFO breach or clearing buildings. And yeah 1 of each nade type and a medkit each. After blowing the doors off the UFO the shield guy goes in with a suppression nade and then Ive got 3 or 4 shotgun guys to finish the job. I also usually take one sniper who carries a spare rocket, C4, etc. I'm finding I pick troops based on Hitpoints, bravery and reflexes now since TU, strength and accuracy are probably the easiest to level. Of course very low strength or TU are avoided its just that they're not my number one priority any more. On veteran a low HP soldier in jackal armour is likely to die from a single shot, whilst a higher HP one can scrap through to survive the mission. I dont use vehicles at all till the very end of the game.
  23. Your probably right Skitso but I think 90% of the LoS complaints are of the "it can shoot me and i cant shoot back OMFG hacks!" type where the system is operating correctly and its just that the player doesnt understand how it works (not at all suprising since it isnt intuitive, most players probably see corners as being like vertical half cover or just assume firing should be bidirectional) Personally I never even notice any strangeness at corners... but maybe its just my old X-com habit of staying one tile out from the wall so i cross corners at an angle rather than up close at 90degrees and totaly blind to whats around it.
  24. "Line-of-Fire is not bidirectional" that is correct, and it isnt suppose to be bi-directional. Chris explains how it works in this thread, and perhaps a similiar explaination should occur in the manual/quickstart guide; http://www.goldhawkinteractive.com/forums/showthread.php/10028-LOS-Explanation?p=110642
×
×
  • Create New...